We've spent years developing Homeworld 3's gorgeous ships, so it's only appropriate that they explode in equally spectacular fashion. Hi, I'm Tim O'Connell, Senior FX Artist here at Blackbird Interactive. In our latest Fig Update, I'm going to go over some of the work we've been doing to make sure your battles in Homeworld 3 look and feel as climactic as possible.
From the very start of development on Homeworld 3, we knew we needed to use the latest tech, better looking FX, and dynamic damage to make the results of hostile engagements as thrilling as possible. Looking at the health bars of your ships is one thing, but we want you to see the scars of your hard-won battles. Broadly speaking, this can be broken down into three stages: weapon damage, ship damage and wreckage.
Brace for Impact
Let's start with weapons. The Homeworld 3 Design Team needed us to produce four distinct damage types (Kinetic, High Explosive, Energy, and Ion) — each with their own visual treatment and effects on units. I'm sure you can already imagine how each damage type would affect a ship hull, but we wanted to go further and add to the realism with realistic lighting and fluid-based simulations.
(Here we see how different weapon types can create unique impact craters on ship hulls.)
In the above example, you can see how each weapon leaves a unique impact "decal". You can think of them like a sticker you slap onto the surface of an object. It's a simple effect, but it gives you a basic idea of who shot your ship and with what type of weapon. Decals were used in the previous installments of Homeworld and always did a darn good job of showing damage. But we saw an opportunity to do so much more.
Thanks to the efforts of our Tech Artist, Francisco Múrias, and Engineer Viktor Solbay (not to mention plenty of other team members), we have developed a whole new solution for displaying damage on ships. We call it "Splat Damage". With Splat Damage, we're not slapping impact stickers on your ship but creating dynamic impact points that directly alter the surface geometry and properties of the hull in the exact area hit by a specific weapon type. A decal gives you the mere impression of damage, but with Splat Damage you seehow an incoming salvo rips through the armor of your precious Destroyer.
(This early prototype of Splat Damage warps the hull with dynamically-generated impact points.)
We did this because we wanted the wounds sustained by your fleet to persist from mission to mission, and to give you "at a glance" information if a specific ship has been through combat before. Each combat encounter will leave scars that, over time, tell the story of that particular ship.
The advantages of this Splat Damage model don't stop there. Now, each ship has its own dynamic damage texture, which will procedurally add damage to the surface of the ship. What's even cooler is that we can gradually transition damage as it increases in severity, going from surface scars to devastating hull breaches — all while showcasing secondary hot spots and burn marks. As you can imagine, this system can be resource intensive so we prioritize it on larger units and Capital ships, where the effects are most noticeable and striking.
Battle Scars
Let's switch gears and talk about ship damage. This is a little more unit-specific, so I'll break it down into Fighters/Corvettes, Frigates and Capital Ships.
Because Fighters are so small, they don't require such nuanced damage modeling, but we wanted to make sure that a player can see what condition they are in regardless of distance. In the Homeworld 3 Official Gameplay Trailer, you can see a distinct camera-facing smoke sprite when Fighters take damage. This was a good solution, but it did have issues like resource cost and, if a unit was too fast, you would have this “popcorn” effect where the smoke from a damaged ship looked like individual puffs rather than a consistent stream. Needless to say, we felt it was a little ugly and dated.
We knew we could do better, so we moved onto using a Ribbon/Sprite system. Now, at low speeds we use sprites to simulate the smoke, but at higher speeds we swap to this inky trail that streams out of the back of a damaged Fighter. Stylistically it looks much better and, overall, the system is more adaptable to how Fighters behave in combat.
For larger ships, we use a series of “damage sockets” placed around the hull where we can spawn required FX to help simulate damage. We also have a range of damage stages we call light, heavy, critical, and "it was a pleasure serving with you, Captain".
Light damage is what you might imagine: Smoke, which consequently gets thicker and darker the more damage a unit sustains. We then add additional fire, hull breach FX and sparks to show the severity of the damage as we progress through different damage stages.
(Here we see all the Damage sockets we add to the Raiders Carrier.)
(Using this system we are able to have a random damage location every time.)
Wrecking Crew
Finally, let's blow something up!
Back in our Fig update detailing the new Railgun Frigate, we revealed an older version of our wreckage and debris system that litters the battlefield with persistent wrecks. This old system relied on artists hand modeling the debris meshes using a 3D app like Maya or Blender. For a game with many different ships of all shapes and sizes, you can imagine how time consuming that was. We needed a better system. One that allowed us to dynamically generate the debris meshes on the fly.
Thanks to the hard work of Adrian "Ed" Lee, Francisco Múrias, Liam Smyth, and many others, we developed a procedural "Ship Breaking" tool leveraging the power of a great piece of software called Houdini. This tool realistically simulates the different ways a ship hull will collapse under the immense pressure of an explosion. But that's just the beginning. This tool also models the internal rooms and mechanisms of a given ship, and then warps and crinkles them so they bulge realistically — just like what would happen if an explosion from within a ship forced all its guts out into space.
Thanks to these new innovations in Homeworld 3, we not only have a more realistic portrayal of ship destruction, but a much more visceral one too. It lets you witness the destructive fallout of our dynamic battles at a level of detail that wasn't possible before. And once the dust settles, the battlefield will be littered with accurately-modeled wrecks waiting to be scooped up by your Salvagers.
This huge feat took many months to develop, but I believe it is all worth it. The RTS genre is packed with legendary games, and we aspire to make Homeworld 3 one of them. Working on Homeworld 3 is something I am so proud of, and making something for the fans — both old and new — is something I will treasure for the rest of my life.
Thanks for following along as I nerd out about spaceships for a bit. I love what I do as an FX artist, and if you want to ask any questions in relation to FX in Homeworld or in general, please reach out here or on Twitter.
Hello, agents from all around the world., Final beta test of VEILED EXPERTS will start in upcoming March 30th.
Please check our final beta test schedule and do not forget to request access if you have not done it already. Click Request Access button to gain access for the test!
FBT Schedule: Thu, 30 Mar 07:00 – Thu, 06 April 07:00 UTC
Also, we have prepared FINAL BETA Kick-off – Overview Trailer to give you a sneak peak of the contents you can experience during the test. Watch the video below to check out our latest update on the game, such as new agent, new map, and many other changes.
▼ [Request Access] Click the button to gain test access.
▼ [Add to Wishlist] Click the button to add VEILED EXERTS to your wishlist. *By adding VEILED EXPERTS to your wishlist, you will be able to receive our latest news quickly.
Marvel’s Spider-Man: Miles Morales - Nixxes_Community
Hey everyone,
This update for Marvel's Spider-Man: Miles Morales contains various optimizations and fixes, based on player feedback. We have made changes to improve CPU performance on Intel 11th generation and older processors, with 8 cores or more. This mainly affects Intel Core i9 processors from the 9th, 10th and 11th generation. We have also made changes to how the game uses the AMD Ryzen 9 7950X and Ryzen 9 7900X processors, to improve performance on systems with these CPUs.
This patch also includes a fix for a buffer overflow issue to address crashes to desktop that could occur for some players on Windows 11 systems after loading a save game or retrying a challenge. We have also fixed several graphical issues that could occur on AMD GPUs and a bug that could cause the mission marker for the Supply Theft crime mission to disappear under certain circumstances.
Thank you for all of your feedback and contributions that have helped us improve the game.
Patch Notes
CPU optimizations for Intel 11th generation and older, with 8 cores or more.
Optimizations for AMD Ryzen 9 7950X and Ryzen 9 7900X CPUs.
Fixed a buffer overflow that could cause crashes for some players on Windows 11.
Fixed several graphics issues that could occur on AMD GPUs.
Addressed a bug that could cause the Supply Theft crime mission marker to disappear.
Hello everyone! We have just released a new patch including a few fixes and implementations, so your game experience is even more pleasant! Firstly, we introduce you to some changes that we have made: - Now after switching the movement controller to the right, clicking the right thumbstick will activate sprint, not magazine ejection. - Fixed the wrong number of gathered items on notification - Fixed broken notification about quest rewards after completing a few quests in a row - Fixed button icons in the Chinese language - Fixed bug that player could have a black screen after going into beach umbrellas - Fixed that wrong controller buttons could be displayed after the dominant hand or movement controller change
What is more, this patch also includes a few fixes and adjustments from the Beta 1.0.2 patch notes which included:
- Added option to switch movement controller independent from dominant hand option. Also, we are still working on more customization for the left-handed and displaying everywhere proper button icons. - Fixed bug that the player after placing campfire and rejoining the server couldn't see other player models - Fixed missing hit impact particle on the ground - Fixed problem with "Find something" quests that were impossible to complete because of insufficient items or the player cannot grab these items - Fixed some problems with Quest Marker: disappearing marker, showing wrong way or distance - Fixed infinite black/loading screen after trying to join to room - Improved size and position of colliders preventing players to reach not permitted places to be less invasive - Made easier to grab parts of a weapon while reloading - Fixed some desynchronization problems (e.g. an item sometimes was not visible in other player's hands) - Added a little offset while scrolling inventory to make it more comfortable - Changed melee weapon mechanic. Now the damage is scalable depending on hit power - Fixed some performance spikes - Fixed stuttering issues on some devices, especially on display rate > 72Hz. We are still working on it, but we wanted to make a game even a little more comfortable for you as soon as possible - Optimized Junkyard location - Changed tents texture - Side activities should be counted properly (e.g. climbing activity progress 14/15 after reaching all climbing spots). It is not fixed for players that completed a specific climbing spot but will be fixed in the future. - Fixed a bug that caused reloading certain weapons, such as the BA1891, to use double the number of bullets
Please be aware that we will be conducting scheduled maintenance on Steam Knight Online Servers and service will be temporarily unavailable.
Maintenance time will be as follows: Knight Online Server Time (EST): 21:00 South America (PET): 20:00 Turkey: 4:00
Duration: Approx. 4 hours
During this server maintenance;
* Wheel of Fun event has been started.
* Full Moon Rift event has been started.
* Pathos Glove and the 3 SC buff event has started on NPC Aset!
* Valentine's day event has started. - Revenge of the Singles! event and PUS Wedding Dress, grooming suit and Cupid Wing sales have started.
* Stone Golem, Half Troll Berserk, Half Troll Captain, Satiros and Manticore coin and item drop rates have been reduced.
* The Weapon Breaker item will not drop from the first 20 floors of the Draki Tower event.
* The Trophy of bloody battle item will not drop during the Old Draki Supply Box exchange.
* Search feature "by task name" has been added to the task search system.
* The feature of asking for a VIP key password when destroying or selling items has been added to the game. (The window will appear when destroying unique items, special items, etc.)
* If character moves after the NPC display menu is opened, it has been changed so that the relevant menu is closed.
* Left and Right info bar has been recombined. (After merging, it will act together in two parts.)
* The Styx item has been changed to 32000 Coins and 50 Weights.
* Removed Styx item from creature drops.
* The space in the title list has been edited.
* Puzzle event has been ended.
* Manes Arena event has been ended.
* Aset Minerva, Special Defense and Priest Prayer sales events have ended.
After user feedback and issue reports we tested boarding exensively and found and reproduced a bunch of (sometimes game breaking) issues. We therefore decided to release one more patch before the next big update that we started working on. Thanks for anyone reporting issues! I'm sure many of these issues would have flown under the radar for much longer if we didn't receive issue reports so quicly.
Added: - Proper damage state for triple repeater cannon - More Kickstarter Characters that were submitted late Fixed: - Soft lock that occured when enemy captain was the last to die during boarding - Errors being thrown by harpoons and throwing hooks, potentially causing more issues. - Floating skull getting stuck during boarding because it couldn't jump between ships - Boarding UI not in sync with actual boarding state - Rope pull causing ship speeds to be 0 with enough ropes, potentially causing a soft lock - Flood level not showing for enemy ships - Captain command hotkeys not working - Not being able to jump from frigate to other ships. - Boarding connections despawning too early, potentially trapping the player on the enemy ship. - Job resources being taken from other ship during boarding. - Blueprints can be stacked. - Visual layering issue when jumping between ships. - Enemy crew sometimes getting stuck when manning cannons - Error when hauling resources while selling them. - Incorrect cannon points for Carrack, allowing the player to place more cannons than intended.